GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Yeah, maybe try to cover what we cannot see?
Calla is indeed Keleshite (as her picture), but she was actually born in Aspenthar. But the spell was just a coincidence, as it doesn't say anything about Keleshites in the pfsrf.

The GM never read my background... T_T


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

alrighty then; instead of moving to see out and casting Stone Call, Hadjii will move up to Bandit and cast Bull's Strength on the wolf. That means Bandit did two additional points on #10 when he bit and tripped that zombie.


Inner Sanctum

I did read your background.. It was an attempt at humor, but I forgot to not try those things with you.. Yes im sorry I will cover up things not meant to be seen from now on..

Bandit kills the remaining zombie in the room.. And whats left of the zombies now go..

#9 crawls 5' into the room and #7 stands up and comes in to attack Bandit.. It's at that time the room erupts in a blast of searing hot fire..

Spellcraft DC 18:

Fireball

My template sucks, but the only pcs that have to roll saves are Marius and Chester..

Boom!: 6d6 ⇒ (3, 5, 3, 5, 2, 2) = 20 DC 18 Reflex for 1/2

NPC Saves: 6d20 ⇒ (4, 6, 9, 7, 19, 19) = 64 3 of the people in the blast drop.. The others we're burnt up pretty good..

The bead of fire came through the middle door.. Also coming through the middle door are a half dozen crawling hands.. They rush in trying to grab people's throats..

One goes after Bandit..

CMB: 1d20 ⇒ 15 but cant with his new found strength spell..

2 on Okhenti
2d20 ⇒ (7, 5) = 12 nope..

1 on Menya
1d20 ⇒ 6 nope..

1 on Chester
1d20 ⇒ 19 and grabs hold!

1 on 4 lantern War
1d20 ⇒ 19 and grabs hold!

Seconds later up on the stage the door to the back explodes off the hinges and rich folk go flying.. A obvious mummy moves onto the stage.. Everyone on the west side of the line needs to make a Will save or be paralyzed for

1d4 ⇒ 2 rounds..

NPC: 6d20 ⇒ (20, 11, 13, 8, 8, 12) = 72 All but 1 are frozen in fear..


Inner Sanctum

Round 3

Things are starting to get ugly..

The standing Cleric of Nethys channels energy to heal..

2d6 ⇒ (2, 4) = 6 This brings his companion back concious and he casts a spell, curing himself..

1d8 + 2 ⇒ (7) + 2 = 9

The 4 lantern fighter tries to hack at the hand..

1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 and hits..
1d8 + 2 ⇒ (7) + 2 = 9 and almost kills the thing..

Menya steps back 5' and whips out at the one attacking him.. Doing so puts him in range of the Despair though

1d20 ⇒ 12 but he shrugs off the effect..
1d20 + 9 ⇒ (7) + 9 = 16 and he hits the hand..
1d4 + 5 ⇒ (4) + 5 = 9 and almost kills it..

Okhenti attacks a hand..
1d20 + 5 ⇒ (17) + 5 = 22
1d8 + 5 ⇒ (7) + 5 = 12 and kills it..

The 4 lantern caster casts another Missile at the one on his partner and kills it..

The PC's are up!

Dam these mass battles suck..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

will save: 1d20 + 2 ⇒ (3) + 2 = 5 oh well, see you when the combat is over


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

are the little hands what they're talking about when they say "hand-to-hand combat?"

Hadjii will move to 35' from the mummy, and try his Hydraulic Push spell on the mummy:

Hydraulic Push on Mummy: 1d20 + 9 ⇒ (15) + 9 = 24

Bandit attacks the little thing that just attacked him:

Bandit's bite attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
if AC 15 hits, then 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 vs CMD.


Inner Sanctum

It's just 2 rounds..

Hadjii's torrent of water hits the Mummy headon, soaking it, and slamming it back through the door.. You all here some crashing and then some moaning.. Lol

Bandit is unable to hit the little bugger..

Marius, Chester, and Calla are up.. Need reflex from the 1st 2 and will from Calla..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
GM Pox wrote:
I did read your background.. It was an attempt at humor, but I forgot to not try those things with you..

Oh common that was funny!

Spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28
Will Save: 1d20 + 6 ⇒ (8) + 6 = 14
If Calla fails she would like to use a Surge to try to increase the number. I'm freaking Mythic!!: 1d6 ⇒ 3


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

reflex save: 1d20 + 2 ⇒ (14) + 2 = 16

Marius feels like he might get fully hit by the fireball but then he remembers he's awesome.

Mythic Surge: 1d6 ⇒ 4

He still gets hit by the fire but it is a lesser fire. Then he channels once again.

Channel: 2d6 ⇒ (2, 4) = 6 DC 14 will save to half.


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

reflex save: 1d20 + 3 ⇒ (13) + 3 = 16

Chester feels a bit crispy, but has a new idea for a fast working tanning bed!

Chester will choose to just attack the foul creature that has grabbed hold of him.

attack: 1d20 + 11 ⇒ (11) + 11 = 22

damage: 1d20 + 5 ⇒ (8) + 5 = 13


Inner Sanctum

Try not to forget you all have Mythic Power that can be used to boost saving throws..

You made the save Calla, but I still need an action for the round..

Channel Saves: 6d20 ⇒ (7, 18, 16, 11, 1, 12) = 65 1 zombie and 1 hand fails..

Chester cleaves the one on him in half...

I also forgot to attack with my 2 remaining Zombies..

On Bandit: 1d20 ⇒ 1
On Lantern: 1d20 ⇒ 7 two misses..

10 advanced zombies with +6 to hit and not one landed a blow.. Dice roller was with yall on this one..

Still need Calla action for the round..

Remember to update your HP block in your headers too plz..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Oh sorry, I needed to know if I was paralyzed or not. I did have to spend the mythic point, right?

Having the situation under control, the Arcanist chooses to use a lesser spell, sending one missile at each of the remaining southern zombies.
"Maaaaaaaaagic Missile!"
MM1: 1d4 + 1 ⇒ (1) + 1 = 2
MM2: 1d4 + 1 ⇒ (2) + 1 = 3


Inner Sanctum

Yes you did.. DC was 16

The zombies takes the missiles and keep standing.. The hands attack again..

One stays after Menya, trying to grab his throst..

1d20 ⇒ 7 but fails to do so..

One on Bandit
1d20 ⇒ 14 fails

One on Okhenti
1d20 ⇒ 19 grabs him.. The young noble cries out..

The zombies attack again..

One on Bandit.
1d20 ⇒ 1..

One on Lantern
1d20 ⇒ 14 hits..
1d6 + 6 ⇒ (4) + 6 = 10 and drops the man to the floor..

The room erupts again in a fireball.. This time it hits Hadjii, Marius, and Chester, along with several NPC's..

6d6 ⇒ (1, 4, 4, 1, 2, 1) = 13 DC 18 for 1/2... Well that was weak as f+*$..

NPC Saves: 3d20 ⇒ (17, 20, 14) = 51 The downed folks are killed outright.. Menya fails, but the other 2 make it for 1/2

2d20 ⇒ (12, 17) = 29 Both the hands in the blast area are destoryed as well..

The Mummy comes stumbling back into view and immediately smashes the nobleman to death..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will decide if he is too paralyzed to wet himself or not from abject fear.


Inner Sanctum

Round 4

Seeing all his comrades dead the last of The Four Lanterns looses his grit and runs out of the Jackal screaming.. "We're all doomed! Run for your lives!"

Menya moves and attacks the Mummy with his whip..

1d20 + 9 ⇒ (12) + 9 = 21 and hits..
1d4 + 5 ⇒ (4) + 5 = 9 but barely does any damage..

Okhenti moves into flank with Bandit and attacks the zombie..

1d20 + 7 ⇒ (19) + 7 = 26 and hits..
1d8 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17 and levels it with his battleaxe..

Both the clerics channel energy to heal everyone..

3d6 ⇒ (2, 2, 3) = 7

The PC's are up! Last round of Paralysis..


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

reflex save: 1d20 + 3 ⇒ (4) + 3 = 7

After careful consideration Chester has decided this is not a good tanning bed substitute.

He takes a 5 foot step forward and power attacks #9

attack: 1d20 + 11 ⇒ (18) + 11 = 29

crit confirm: 1d20 + 11 ⇒ (20) + 11 = 31

damage: 1d6 + 9 ⇒ (2) + 9 = 11

and if the crit confirms add crit damage: 1d6 + 9 ⇒ (1) + 9 = 10 additional damage.


Inner Sanctum

You could have made that first reflex with a single use of Mythic Power prob.. What are you at now 12/45? Edit forgot the channels.. +13, so 25..

Chester quickly and efficiently severs the zombies head.. And then splits in two, sending it flying across the room.. Zombie brains hit Calla..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Is the caster outside visible to us?

There's a freaking mummy on top of the stage! "How did she get in here??"

"Someone kill that freaking caster outside!"

She, as awesome as Marius, tries to burn the mummy down with another double empowered spell!
"Buuuuuuurning ARC!"
Empowered by arcane reservoir and empower rod.
Fire Damage: 8d6 + 12 ⇒ (4, 3, 2, 4, 1, 2, 4, 4) + 12 = 36 Reflex 19 for half damage.
Well, I've rolled better...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
GM Pox wrote:
Zombie brains hit Calla..

Being on the completely opposed side of the room, Calla wonders where did those remains came from, but she makes a mental note to use those brain pieces against the GM the undead's controller, as soon as this is over.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Reflex save: 1d20 + 3 ⇒ (13) + 3 = 16
Hadjii will spend a Mythic Surge: 1d6 ⇒ 2
Bandit's Reflexl save: 1d20 + 7 ⇒ (1) + 7 = 8

thanks to the functioning of Shield Companion, half the damage on Bandit goes to Hadjii: so the Druid, who spent a point to make his save, in essence still takes full damage -- and the wolf that rolled a '1' on it's save still winds up taking half damage!


Inner Sanctum

Bandit didn't need a reflex as he wasn't hit with the fireball..

Those of you who have an angle to see outside notice a wagon with a dark form taking cover on the other of it.. Your looking at cover bonus to AC from the wagon and 50% concealment due to lighting outside..

Calla hits the Mummy, which maons in pain..

1d20 + 2 ⇒ (2) + 2 = 4 and fails, taking 1/2 as much again being vul to fire.. 54 damage taken.. Its still up..

Still need actions from Marius, Hadjii, and Bandit..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

The Hadj pulls and uses his wand o' CLW:

CLW: 1d8 + 1 ⇒ (5) + 1 = 6 points of healing;

(with 7 points from the two channels, Hadjii is fully healed)

Hadjii points out the front door:

"Sic'em, Bandit!"

Bandit races through and out front, attacking the first thing he sees:

Bandit's bite attack: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
if AC 21 hits, then 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 vs CMD...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

oh.

Since Hadjii didn't take Bandit's damage, he doesn't need CLW -- so instead he'll move to Chaster and heal the fighter for 6 points...


Inner Sanctum

Well now there's 2 things out there to see.. The nasty ole caster and a running, screaming sorcerer.. With a 2 int i think that should be random who he attacks.. Ill let you roll it.. The baddie is 1 in a 1d2.. Gonna be funny if Bandit tears the 4 lanterns ass up lol..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Bandit doesn't have enough movement to attack another target...it took 9 out of 10 to get where he is now...


Inner Sanctum

So he ran across the grease spell? Why would he not just run out of the door right in front of him? Okhenti is standing in it if you missed it.. He could reach either in like 7 squares going that way.. If he goes the other way thats fine but you need to roll reflex on the grease..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla will dispel the grease as soon as the inside mummy is dealt with.


Inner Sanctum

Understood.. For now the Mummy is still alive though..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Bandit just ran out the door Hadjii was pointing through, so he went the long way; with a base Acrobatics skill of 18 for jumps, he lept over the Grease handily (he already saw things slipping on the Grease -- predators notice that kind of thing!)...


Inner Sanctum

Understand.. Bandit runs his butt off, jumping across gease, and sliding up next to what appears to be a robed skeleton and snaps out at it.. It's magical enhancements keep the pooch from finding purchase though..

I believe Marius is all thats left to act.. Ill give him some time before botting him..


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius will once again try to destroy all undead with his channeling.
channel: 2d6 ⇒ (6, 1) = 7 DC 14 will to half.


Inner Sanctum

Without even rolling to save Marius's channel finishes the last hand and the mummy.. lol..

The spellcaster skeleton steps back from Bandit and casts a spell.. mutiples of itself arrive afterwards..

1d4 + 2 ⇒ (3) + 2 = 5 6 of it total..

"Round 5"

One of the clerics double moves to engauge the skeleton, the other moves to the door and casts light on her staff..

Okhenti moves to attack it, flanking with Bandit..

1d20 + 7 ⇒ (11) + 7 = 18 but misses, however he does destroy one of the images.. 5 total..

Menya moves to make sure the Mummies dead..

PC's are up! 5 total of the skeleton thing.. It sstill has cover from ranged but the miss chance is gone..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla dismisses her spell while moving closer to the door (with cover).

Dismissing is a standard action, unless I'm wrong.

Where exactly is the wagon with the caster? Or were you talking about this skeleton?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will try to figure out that skeleton caster thingy:

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (5) + 3 = 8 I don't think Hadjii will ever roll well on a knowledge check!

then he'll begin a full-round summoning, this time going for an augmented hyena instead of multiple little dogs (he's swapping out Carry Companion)...

slightly confused by all the images appearing, Bandit instinctively moves to flank the creep, and snaps at an image:

'1' = actual: 1d5 ⇒ 4
Bandit's bite attack: 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17
if AC 17 comes within 5 of hitting, then an image goes *pop*...


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket is finally himself, and he snaps off three shots at the spellcaster.
Mythic rapid shot
to hit: 1d20 + 5 ⇒ (1) + 5 = 6
to hit: 1d20 + 5 ⇒ (8) + 5 = 13
to hit: 1d20 + 5 ⇒ (9) + 5 = 14

Nevermind


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I think those rolls were just the dice acknowledging the fact that Hemket cannot see the spellcaster from his current position...


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

chester moves up and takes a swing at it!

damage: 1d20 + 11 ⇒ (2) + 11 = 13

damage: 1d6 + 9 ⇒ (5) + 9 = 14

Doubt that hits, but I tried.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

I can draw a line from my square through a door to the spellcaster, so yes I can see him (and the door space is currently occupied so it is open). Might want to check the map again.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the dice have acknowledged that it is a very difficult shot, then!

there's no escape for that pesky caster now!


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Marius you're up!


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius moves up and uses one of his channels to heal all living creatures who are near him.

Channel: 2d6 ⇒ (6, 4) = 10


Inner Sanctum

You heal all those capable of being healed, which isn't much unless your standing..

Bandit's Bite removes another image from the skele.. Arrows fly overhead as Hemket fires wide..

The skeletal caster attempts to cast defensively..

1d20 + 15 ⇒ (9) + 15 = 24 vs DC 21

His spell goes off and small, whispy hand not see before touches the Cleric of Nethys..

Melee Touch: 1d20 + 7 ⇒ (6) + 7 = 13 hits..
Vamp Touch: 3d6 ⇒ (2, 1, 6) = 9

The cleric cries out as negative energy cuts through his soul..

Round 6

Okhenti attacks again, as does the cleric.. The other cleric double moves and flanks with Chester.. The sorcerer continues to scream and run..

Okhenti: 1d20 + 7 ⇒ (3) + 7 = 10
Cleric: 1d20 + 7 ⇒ (5) + 7 = 12 neither are close enough to pop an image..

Yall are up again..

Remember to update your stats with your new headband Marius..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

OK, Hemket is a bit sick of missing so he will spend a mythic power point on distant barrage, close his eyes, and 'use the force' to shoot at the square occupied by the undead caster. Spending a mythic power point removes all penalties for cover and concealment and bypasses all DR.
Since I closed my eyes, there is no mirror image effect and the above removes any concealment penalty so they hit if they make the AC.

Mythic rapid shot for 3 shots at -2.

to hit: 1d20 + 9 ⇒ (20) + 9 = 29 damage: 1d8 + 3 ⇒ (7) + 3 = 10
confirm: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 2d8 + 6 ⇒ (8, 5) + 6 = 19
to hit: 1d20 + 9 ⇒ (2) + 9 = 11
to hit: 1d20 + 9 ⇒ (5) + 9 = 14

29 to target, no DR.

4/5 mythic points left.


Inner Sanctum

The Distant Birage attack is in addition to your normal attacks.. So with mythis rapid shot and distant birage you would make 4 attacks.. All at minus -2 though.. It looks to me like you should been +9/+8/+8/+8.. I also assume your opening your eyes after the first shot or have a 50% miss chance..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

You are correct, but I think the other attacks are at +5 (cover from the base +9] and the first one should have been +10.

Base +9, +2 from Nethys thingy, so +11. Rapid shot for -2. +1 for mythic tier on distant barrage.

Other shots: +9, -4, -2, +2 = +5.

I guess that means one more attack at +5.

open eyes for normal attacks since barrage doesn't apply

to hit: 1d20 + 5 ⇒ (18) + 5 = 23 damage: 1d8 + 3 ⇒ (7) + 3 = 10


Inner Sanctum

Forgot abt the scepters +2 bonus.. Chester you should be adding that as well.. And the npcs for that matter..

Image: 1d4 ⇒ 4 Your last attack kills another image..

Hemket fires whats seems to be a missile of pure light.. It streeks across with a flash and punches a hole right through the creatures chest.. It howls in agony and searches for the cause of its pain..


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

Chester swings away power attacking of course

attack: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 1d6 + 9 ⇒ (1) + 9 = 10


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

first thing in his round, Hadjii completes last round's summons of a vicious hyena -- which immediately attacks, with flanking:

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10...

The Hadj then uses Mythic Power to cast Frigid Touch, and his Faith's Reach ability allows him to try the touch attack from 30' away:

Hadjii's ranged touch attack: 1d20 + 5 ⇒ (4) + 5 = 9

and Hadjii steps out of view!

Bandit snaps at the fiend as well:

Bandit's bite attack: 1d20 + 6 ⇒ (7) + 6 = 13

so the dice have decided ALL of my actions are just the pathetic flagellation of a bunch of hapless losers...


Inner Sanctum

Lol at least you dont loose the spell..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

wait! As I understand it, I can use Mythic Surge to bump my attack roll:

2 Mythic Surge dice added to touch attack roll: 2d6 ⇒ (6, 3) = 9

That oughta hit touch AC!

SR check: 1d20 + 6 ⇒ (14) + 6 = 20

2 Mythic Surge dice added SR roll: 2d6 ⇒ (1, 5) = 6 just in case...

Frigid Touch damage: 4d6 ⇒ (3, 4, 1, 4) = 12

And target is staggered (no save)

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